They did that to Troy when they found it
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Well, 10 years after I guess
A lot of problems in Dungeon Crawler Carl were solved like this.
There sure were a lot of babies in there, Carl.
Damn artificers.
I also like the idea of a dungeon as an ecosystem (shamelessly stolen from the anime Delicious in Dungeon). Even if it's some small bandit hideout, they're not going to be entirely self sufficient. Maybe a fence that they sell their ill gotten gains to sends some thugs after the group of heroes that messed up his suppliers. The townspeople are thankful you crushed the dragon that stole all their wealth and artifacts, but they won't take kindly to you burying the stuff they wanted back under a fucking mountain. Maybe the kobolds in there were keeping the local predatory bird population down and now the local farmers' animals are being eaten by mini-rocs or something.
That level of detail and cause and effect is entirely superfluous for 99% of campaigns, but it can be good to keep those sorts of ideas in your back pocket for when your players manage to sidestep a planned thing. Reward the ingenuity, but actions have (fun) consequences.
And then the DM closes his screen and says "yup that was all I had prepared for tonight so I'll see you next week
Next week? My players take a month to clear a dungeon, see you guys next year
When you want to elevate your home invasion and mass murder to a proper war crime.
As the trio walks away a faint sizzle in the air becomes a roar, then nothing.
What the trio didn't realize is a childhood artifact belonging to Midnight was housed in the area which was now in ruin.
But my precious loot!
Milestone. System.
Also you don't get XP for killing but fighting.
IMHO it should be resolving encounters. If you convince the goblins to leave, that counts as much as killing them.
each action levels a specific stat and sometimes failing one type of interaction is the best way to level certain stats
It's Justin from WTYP!